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-rw-r--r--js/puzzle-dungeon/commandHandler.js37
-rw-r--r--js/puzzle-dungeon/game.js66
-rw-r--r--js/puzzle-dungeon/index.html2
3 files changed, 70 insertions, 35 deletions
diff --git a/js/puzzle-dungeon/commandHandler.js b/js/puzzle-dungeon/commandHandler.js
index f480d6f..21193e5 100644
--- a/js/puzzle-dungeon/commandHandler.js
+++ b/js/puzzle-dungeon/commandHandler.js
@@ -6,7 +6,7 @@ let processingCommands = false;
 export function handleCommand(command) {
     const [action, itemOrSteps] = command.split(' ');
 
-    if (action === 'get' || action === 'use' || isMovementCommand(action)) {
+    if (action === 'get' || action === 'use' || action === 'scan' || isMovementCommand(action)) {
         commandQueue.push({ action, itemOrSteps });
     }
 
@@ -28,6 +28,8 @@ function processCommandQueue() {
         handleGetCommand(itemOrSteps, processCommandQueue);
     } else if (action === 'use') {
         handleUseCommand(itemOrSteps, processCommandQueue);
+    } else if (action === 'scan') {
+        handleScanCommand(processCommandQueue);
     } else if (isMovementCommand(action)) {
         const steps = parseInt(itemOrSteps, 10) || 1;
         handleMovement(action, steps, processCommandQueue);
@@ -39,7 +41,7 @@ function handleGetCommand(item, callback) {
     const cell = grid[x][y];
     if (cell && cell.type === item) {
         player.inventory.push(cell.type);
-        grid[x][y] = null; // Remove the item from the grid
+        grid[x][y] = null; // remove the item from the grid
         console.log(`Picked up ${item}`);
         flashPlayer(callback);
     } else {
@@ -56,21 +58,23 @@ function handleGetCommand(item, callback) {
 function handleUseCommand(item, callback) {
     const itemIndex = player.inventory.indexOf(item);
     if (itemIndex > -1) {
-        player.inventory.splice(itemIndex, 1); // Remove the item from the inventory
+        player.inventory.splice(itemIndex, 1); // remove the item from the inventory
         if (item === 'potion') {
-            player.health += 1; // Increase health by 1
+            player.health += 1; // MOAR HEALTH (by 1)
             console.log(`Used ${item}, health is now ${player.health}`);
+            updatePlayerStatus();
             flashPlayer(callback);
         } else if (item === 'battery') {
-            player.power = Math.min(player.power + 2, 10); // Increase power by 2, up to a max of 10
+            player.power = Math.min(player.power + 2, (10 + player.level)); // Increase power by 2, up to a max of 10 + the current level. This may be tooooo gigantic a number
             console.log(`Used ${item}, power is now ${player.power}`);
+            updatePlayerStatus();
             flashPlayer(callback);
         } else {
             callback();
         }
     } else {
         player.health -= 1;
-        console.log(`Tried to use ${item} but it's not in inventory, health is now ${player.health}`);
+        console.log(`Tried to use ${item} but it's not in inventory. Ouch! Health is now ${player.health}`);
         if (player.health <= 0) {
             alertGameOver();
             return;
@@ -79,6 +83,23 @@ function handleUseCommand(item, callback) {
     }
 }
 
+function handleScanCommand(callback) {
+    if (player.power > 0) {
+        player.didScan = true;
+        player.power -= 3;
+        drawGrid(grid); // redraw the grid to show the revealed traps
+        updatePlayerStatus();
+    } else {
+        player.health -= 1;
+        console.log(`Tried to scan but power is depleted, ouch! Health is now ${player.health}`);
+        if (player.health <= 0) {
+            alertGameOver();
+            return;
+        }
+    }
+    callback(); // continue processing commands
+}
+
 function handleMovement(direction, steps, callback) {
     let stepCount = 0;
 
@@ -103,7 +124,7 @@ function handleMovement(direction, steps, callback) {
 
         player.steps += 1;
         if (player.steps % 8 === 0) {
-            player.power = Math.max(player.power - 1, 0);  // Decrease endurance but not below 0
+            player.power = Math.max(player.power - 1, 0);  // decrease power but, don't let it go below 0
             if (player.power <= 0) {
                 player.health -= 1;
                 console.log(`Power depleted, health is now ${player.health}`);
@@ -118,7 +139,7 @@ function handleMovement(direction, steps, callback) {
         drawGrid(grid);
         updatePlayerStatus();
         stepCount++;
-    }, 500); // Adjust the interval time for speed of animation
+    }, 500); // this interval controls the speed of the animation
 }
 
 function flashPlayer(callback) {
diff --git a/js/puzzle-dungeon/game.js b/js/puzzle-dungeon/game.js
index 449f03f..d80c28f 100644
--- a/js/puzzle-dungeon/game.js
+++ b/js/puzzle-dungeon/game.js
@@ -7,9 +7,11 @@ export let player = {
     level: 0,
     steps: 0,
     par: 0,
+    didScan: false,
     flashing: false
 };
 let targetPosition = { x: 0, y: 0 };
+export let levelPar;
 
 function createGrid(rows, cols) {
     let grid = [];
@@ -23,7 +25,6 @@ function createGrid(rows, cols) {
     return grid;
 }
 
-export let levelPar;
 function generatePar(level) {
     let par;
     if (level < 6) {
@@ -31,7 +32,7 @@ function generatePar(level) {
     } else {
         par = Math.floor(Math.random() * 7) + 1;
     }
-    document.getElementById('par').textContent = `Par: ${player.par} of ${par}`;
+    document.getElementById('par').textContent = `Par: ${par}`;
     return par;
 }
 
@@ -47,7 +48,7 @@ function generateCollectables(grid, numCollectables) {
         do {
             x = Math.floor(Math.random() * grid.length);
             y = Math.floor(Math.random() * grid[0].length);
-        } while (x === 0 && y === 0);  // Ensure no items at (0,0)
+        } while (x === 0 && y === 0);  // don't put items at (0,0)
         const type = collectableTypes[Math.floor(Math.random() * collectableTypes.length)];
         grid[x][y] = { type, color: collectableColors[type] };
     }
@@ -59,19 +60,30 @@ function generateDamagingSpaces(grid, numSpaces) {
         do {
             x = Math.floor(Math.random() * grid.length);
             y = Math.floor(Math.random() * grid[0].length);
-        } while (x === 0 && y === 0);  // Ensure no damaging spaces at (0,0)
+        } while (x === 0 && y === 0);  // don't put damaging stuff at (0,0)
         grid[x][y] = { type: 'damage', color: 'tomato' };
     }
 }
 
+function generateTraps(grid, numTraps) {
+    for (let i = 0; i < numTraps; i++) {
+        let x, y;
+        do {
+            x = Math.floor(Math.random() * grid.length);
+            y = Math.floor(Math.random() * grid[0].length);
+        } while (x === 0 && y === 0);  // don't be an asshole
+        grid[x][y] = { type: 'trap', color: 'rgba(0,0,0,0)' };
+    }
+}
+
 function generateTargetBlock(grid) {
     let x, y;
     do {
         x = Math.floor(Math.random() * grid.length);
         y = Math.floor(Math.random() * grid[0].length);
-    } while (x === 0 && y === 0);  // Ensure no target block at (0,0)
-    grid[x][y] = { type: 'target', color: 'lightgreen' };  // Target block represented by 'X'
-    targetPosition = { x, y };  // Store the target block position
+    } while (x === 0 && y === 0);  // don't make it too easy
+    grid[x][y] = { type: 'target', color: 'lightgreen' };  // x marks the spot!
+    targetPosition = { x, y };
 }
 
 export function drawGrid(grid) {
@@ -99,6 +111,7 @@ export function drawGrid(grid) {
                 if (cell.type === 'battery') char = 'b';
                 if (cell.type === 'damage') char = '!';
                 if (cell.type === 'target') char = '#';
+                if (cell.type === 'trap' && player.didScan) char = 't';
                 ctx.fillText(char, x * cellSize + cellSize / 2, y * cellSize + cellSize / 2);
             }
         });
@@ -115,20 +128,22 @@ export function drawGrid(grid) {
 }
 
 export function initializeGame() {
-    grid = createGrid(10, 10);  // Reset grid
+    grid = createGrid(10, 10);  // reset grid
     levelPar = generatePar(player.level);
-    generateCollectables(grid, 10);  // Adjust the number as needed
-    generateDamagingSpaces(grid, Math.floor(Math.random() * 7) + 1);  // Random number of damaging spaces, no more than 7
-    generateTargetBlock(grid);  // Add target block
+    generateCollectables(grid, 10);  // how many collectables?
+    generateDamagingSpaces(grid, Math.floor(Math.random() * 7) + 1);  // random number of damaging spaces, no more than 7
+    generateTargetBlock(grid); 
+    generateTraps(grid, Math.floor(Math.random() * 3) + 1);  // random number of traps, no more than 3
 
     if (player.level === 0) {
-        player.position = { x: 0, y: 0 };  // Reset player position
-        player.inventory = [];  // Clear inventory
-        player.health = 10;  // Reset health
-        player.power = 10;  // Reset endurance
+        player.inventory = [];
+        player.health = 10;
+        player.power = 10;
     }
 
-    player.steps = 0;  // Reset steps
+    player.position = { x: 0, y: 0 };  // player always starts at 0,0
+    player.steps = 0; // steps are counted per-level
+    player.didScan = false;  // scans are counted per-level
     resizeCanvas();
     drawGrid(grid);
     updatePlayerStatus();
@@ -175,6 +190,14 @@ function checkForDamageOrTarget() {
             }
             flashPlayer();
         }
+    } else if (cell && cell.type === 'trap') {
+        const item = player.inventory.pop();
+        if (item) {
+            console.log(`Stepped on trap, removed ${item} from inventory`);
+        } else {
+            player.power -= Math.floor(Math.random() * 3) + 1;
+            console.log('Stepped on trap, drained some power');
+        }
     } else if (x === targetPosition.x && y === targetPosition.y) {
         player.level += 1;
         console.log(`Reached target block, level is now ${player.level}`);
@@ -188,13 +211,4 @@ export function alertGameOver() {
     initializeGame();
 }
 
-function flashPlayer(callback) {
-    player.flashing = true;
-    drawGrid(grid);
-    setTimeout(() => {
-        player.flashing = false;
-        drawGrid(grid);
-        updatePlayerStatus();
-        if (callback) callback();
-    }, 250); // Flash duration
-}
+
diff --git a/js/puzzle-dungeon/index.html b/js/puzzle-dungeon/index.html
index 2caa203..f8aa7ad 100644
--- a/js/puzzle-dungeon/index.html
+++ b/js/puzzle-dungeon/index.html
@@ -54,7 +54,7 @@
         document.getElementById('commandForm').addEventListener('submit', function(event) {
             event.preventDefault();
             player.par = player.par + 1;
-            console.log(`Player command count, ${player.par}, ${levelPar}`);
+            console.log(`Par: ${levelPar}`);
             const commands = document.getElementById('commands').value;
             if (player.par === levelPar) {
                 alertGameOver();